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[Archive] Pokemon Essentials: Starter Kit for RPG Maker XP

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Where's the starting position now? It should be in the Intro map.
Well I've kept the starting position in the intro map and put the players starting position in another map (the one you choose outside the intro page event).
 
I want to put in the little Poké Ball symbol in the battle box for wild pokémon I already own. I can make it appear only in the opponent's boxes where appropriate, using "if @battler.index==(1 || 3) && $Trainer.owned[@battler.species]", but I can't find a way to tell the difference between a wild battle (where I want it) and a trainer battle (where I don't). "!@opponent" doesn't work, as it seems to always be true here.

Is there a solution to this?



Also, when starting a double battle against two separate trainers, there's a pause between the "opponent 1 send out RATTATA" message and it actually being sent out. What causes this pause? There's no such pause when the second opponent sends out their pokémon. If the pause must exist, can it be put elsewhere where it's less noticeable (say, before the fade-in to battle)?
 
Hi guys
I'm trying to make a script that would allow me to battle at the same time a trainer and a wild pokemon. It'd be a double battle where you have to defeat the trainer and the pokemon but where you can catch the wild pokemon too.

Has anyone tried this, could someone give me ideas on what to edit ?
 
I want to put in the little Poké Ball symbol in the battle box for wild pokémon I already own. I can make it appear only in the opponent's boxes where appropriate, using "if @battler.index==(1 || 3) && $Trainer.owned[@battler.species]", but I can't find a way to tell the difference between a wild battle (where I want it) and a trainer battle (where I don't). "!@opponent" doesn't work, as it seems to always be true here.

Is there a solution to this?
Try this:

Code:
@battle.opponent

That returns true if the battle is a trainer battle.
 
The 'Player Starting Position' defined in RMXP must be in the Intro map. To change where the player starts after the intro, only edit the Transfer Player command in the intro event.
 
In that case, add a new variable to the PokemonDataBox class to keep track of whether there's a trainer. Edit the initialize method to accept another parameter and store it, and then on the lines where a new PokemonDataBox is created, add this to the arguments:
Code:
@battle.opponent ? true : false
That returns true if there is an opponent, and false otherwise.

Also, I just looked at the changelog of Essentials, and realised how far it's come since I last used it (Raptor EX doesn't count; it uses an old version). I remember adding Pokémon catch locations to Amethyst myself; when did it get implemented into Essentials? The new features are pretty impressive (and occasionally rather pointless; why would you need to generate phone dial tones?) :)

EDIT: I think poccil uploaded the wrong version

EDIT2: My bad, the correct version's up there. My computer just confused it with an older version for some reason.
 
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In that case, add a new variable to the PokemonDataBox class to keep track of whether there's a trainer. Edit the initialize method to accept another parameter and store it, and then on the lines where a new PokemonDataBox is created, add this to the arguments:
Code:
@battle.opponent ? true : false
That returns true if there is an opponent, and false otherwise.

Also, I just looked at the changelog of Essentials, and realised how far it's come since I last used it (Raptor EX doesn't count; it uses an old version). I remember adding Pokémon catch locations to Amethyst myself; when did it get implemented into Essentials? The new features are pretty impressive (and occasionally rather pointless; why would you need to generate phone dial tones?) :)

EDIT: I think poccil uploaded the wrong version (again) :\
If it has to be something like that, I'll just use a game switch, and flick it on or off at the beginning of each battle. I was just hoping there was something that already existed that I could have used instead. Apparently not.

I'm using a year old version of Essentials myself, shortly before the huge change to how pictures are displayed. The problem is that there's no list of features changes/additions anywhere, just the change logs that show all the script changes without any explanation of why and what they are.
 
Okay, this is problem is really pissing me off now. Everything I do seems to not work, and everything points to that it should work. My problem is that the player does not pay attention to tile priorities, but the wierd thing is that he pays no attention to only some of these tiles Hence, I have screen shots:


And now for the examples that the player pays attention:
[PokeCommunity.com] [Archive] Pokemon Essentials: Starter Kit for RPG Maker XP


And the weird thing is, in the next map, the player pays attention to the priorities!


So, I'm stumped :(, nothing that I have done has fixed those tiles. Any help will be greatly appreciated


This problem has been happening to me, and I working hard as possible to figure out why, But I think its the version of PE im using. I cant explain why this happens yet. But if I cant figure it out My game will be retarted and Im not gonna let that happen.

That's the EXACT Problem I had. This is a direct message from Poccil:

"As I've found out the problem occurs when the player is close to the edge of two connected maps. The game creates two copies of the player sprite, one for each map. Thus the effect occurs when one player sprite overlaps the other, thus creating the problem you mention. The following fix will reduce, though not completely eliminate, this effect. The code below assumes the latest version. In the script section Spriteset_Map, look for the code below:

Code:
    for sprite in @reflectedSprites
 
      sprite.update
 
    endAdd the following code after the code above:

Code:
    @[email protected] && (
      self.map==$game_map ||
      $game_player.x<=0||$game_player.y<=0||
      $game_player.x>=self.map.width||
      $game_player.y>=self.map.height)
I hope this helps. "


FYI This doesnt fix my problem just makes my game crash.
 
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This problem has been happening to me, and I working hard as possible to figure out why, But I think its the version of PE im using. I cant explain why this happens yet. But if I cant figure it out My game will be retarted and Im not gonna let that happen.




FYI This doesnt fix my problem just makes my game crash.

Did you make a mistake when creating the map and correct it with a blank tile? If you did that can cause the problem you are describing. It is best to delete the tiles and draw them back in.
 
Hi. I used to use The starter kit about 8 months ago. I worked with it for a couple months and stopped the project. now I downloaded the newest version and whenever I try to open the editor there is a problem. Anyone have any ideas how i can fix it? It says "Script 'PokemonSpritePos' line 293:Name Error Occured.'
I looked inthe scripts but could find no such script. Thanks for any help
 
Hellooooho x)

Does anyone uses different player sprites (like male/female hero)?
I just changed the trback001 an wondered, that nothing changed after i used the script to change the Player (Player id 0 = male, Player id 1= female). Normally you should see trback001 as backsprite for the female player. Her trainertype has the id 1, so it should work.

At the intro the user can choose between male and female hero. The script (i think it's called "pbChangePlayer(id)") works fine, and in battles i can see the right backsprite for the trainer.

BUT if i change the Player (pbChangePlayer) later in the game, it doesn't change the backsprite. Is this a feature or a bug? XD
I thought the battle script generate the player sprite every battle, but it seems that the trback is only generated once.
 
Hey I just tried to attempt to change the battlebg of a specific battle using $PokemonGlobal.nextBattleBack="012" and it didn't manage to change the battlebg. Any ideas?
 
I'm really scared that someone's gonna laugh, but... What do you do if your map does not have the same Y and Z length... meaning, how do you make it so the map will be accepted?
 
Hey I just tried to attempt to change the battlebg of a specific battle using $PokemonGlobal.nextBattleBack="012" and it didn't manage to change the battlebg. Any ideas?

The only way I can think of, is if you defined a specific battle back on the terrian tag you're standing on. Or, the battleback you are trying to call is the same as the one that is already there.
 
Also, when starting a double battle against two separate trainers, there's a pause between the "opponent 1 send out RATTATA" message and it actually being sent out. What causes this pause? There's no such pause when the second opponent sends out their pokémon. If the pause must exist, can it be put elsewhere where it's less noticeable (say, before the fade-in to battle)?
Any comment on this, anyone?
 
hey guys,

i've a problem again. At a normal battle with the trainers on a route, first the intro-music is coming. When the battle starts, the intro-music continues, but normally the "Battle BGM" should start. The Battle BGM comes, when the intro music is over. I am sure, the trainer has a intro music and a battle bgm, but i can't find the problem. Can anyone help?

Update: If i leave a cave and go to the cave again, the cave-backgroundmusic are start from the last point when i had left. I think its thesame bug like the other.

my english sucks, so i post the message in german again:

Hey Leute,

Ich habe wieder ein Problem. Bei einem normalen Kampf mit einem Trainer in einer Route, kommt ja zuerst die Intro-Musik. Wenn der Kampf startet, dann läuft die Intro-Musik weiter, aber normalerweise sollte ja "Battle BGM" starten. Die Battle BGM (Kampfmusik) kommt erst, wenn die Intromusik vorbei ist. Ich bin mir sicher, dass der Trainer, sowohl eine Intro-Musik, als auch eine Kampfmusik hat, aber das Problem kann ich trotzdem nicht finden. Kann jemand helfen?

Update: Wenn ich eine Höhle verlasse und sie gleich danach wieder besuche, dann geht die Höhlen-Hintergrundmusik ab den Punkt weiter, als ich die Höhle verlassen habe. Ich denke, es ist derselbe Bug, wie der andere.

can't anyone/someone help? I believe, i had crashed a file from PBS, because i change the files for translating in german. The ingame scripts are okay, but its possible i had crashed it too.
 
The only way I can think of, is if you defined a specific battle back on the terrian tag you're standing on. Or, the battleback you are trying to call is the same as the one that is already there.

do you know how you would go about doing that? I'm not very savvy with scripts
 
The Battle BGM will not play during a normal encounter. I've tried EVERYTHING. I am using the latest version of Pokemon Essentials. Do you think anyone can help me? The overworld BGM continues into the battle.
 
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